Medium Monstrosity (Shapechanger), Unaligned
Armor Class 15 natural armor
Hit Points 40 (3d20 + 10)
Speed
STR
18 (+4)
DEX
13 (+1)
CON
9 (-1)
INT
6 (-2)
WIS
18 (+4)
CHA
1 (-5)
Saving Throws STR +6, WIS +6
Damage Vulnerabilities Bludgeoning, Fire, Slashing
Condition Immunities Charmed, Poisoned
Senses Passive Perception 18
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Mimicry. The Mimic holds the ability to vaguely blend into human society by wearing large amounts of clothes. They can often be pointed out by looking for their red skin, wide mouths, large eyes, and clawed hands.

Contortionist. Mimics hold the ability to contort their bodies in almost impossible ways, allowing them to hide inside of furniture and other containers.

Isolator. The mimic will rarely attack someone in a group. If they do, they are frightened by everyone except their intended target.

Grappler. The Mimic has advantage on all checks to grapple a target, this overrides their fear

Dark Vision. The Mimic has 100 ft. of dark vision

Actions

Multiattack. The Mimic can make two slap attacks, or three bite attacks.

Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. 

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 6) piercing damage. The Mimic can only bite if it has grappled its target.

Reactions

Lunge. If the mimic's original target leaves a 15 ft. area around the mimic, it will dive towards the target. They must roll a DC Strength save of 13, or immediately be rendered as grappled.

Intimidate. Once a mimic reaches half health, it gains the ability to attempt to intimidate it's adversaries by expanding it's body to appear larger. A DC Wisdom save of 13 is required, those who fail will be startled, not counting towards the mimic's frightened disadvantage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The mimic is a bipedal creature with uncanny similarities to humanoid anatomy. They greatly resemble humans without skin and with exaggerated features. These features include:

  • Longer arms and thin fingers with no fingernails
  • Longer, hunched-over legs with a duck-footed stance
  • Flat noses
  • Large, sunken eyes
  • Clammy skin
  • A mouth full of teeth forming a smile. This does not indicate happiness, it is simply the Mimic's facial structure.
  • Unnaturally tall stature (~7 ft.)

The mouth of the Mimic contains more teeth than any human typically does and is almost entirely of incisors with some canines and premolars in the back. This tooth composition is ideal for biting into meat and swallowing chunks whole.

Mimics also have the ability to contort their body in ways that allow them to fit into smaller spaces. Additionally, Mimics also have the ability to expand their bodies to appear more intimidating.

Lair and Lair Actions

The Mimics learn to take to hiding around their stalking target, often in their homes or places of work. If in their lair, they have advantages on hiding, and will often get the jump on anyone who decides to stick around.

 

Regional Effects

The region containing a Mimic’s lair is has the following effects:

  • Areas around the mimic's place of hiding will be very wary about wandering alone, often telling passerby's to do the same.
  • Local papers and posters will warn of local Mimic activity.
  • Strangely mangled corpses of unfortunate people will be found, brutally ripped limbs and large, humanoid bites will be left on the victim.

If the Mimic dies, these effects fade over the course of 1d12 days.

Habitat: ForestUrban

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